Osiris. Valerie's soul guardian. The girl managed to unlock the way between her guardian and the outside world through a series of events when she was younger. Now whenever she needs to, Val can summon her guardian to her side to help out.In combat she uses soul magic, though due to the limitations of the outside world her attacks and physical body appear to be weaker than normal, only dealing as much damage as a grand summon can and has 300HP.Once summoned she can stay in this world up to 10 posts (unless her HP diminishes before then), and has a cooldown of 11 posts. She is able to stay out longer, but for each extra post she stays she is damaged for 10% of her health. If she stays out longer than 10 posts her cooldown is that of the duration she stayed out +1 post.

Feather Heal: Glowing silver feathers shed off of Osiris' body and fall all around the area in a 300 meter radius. floating down to the ground delicately anyone who the phoenix sees as an ally is healed by these glowing feathers, healing them for 75% rank damage for each feather that touches them. This has a 3 post duration, and a cool down of 8.

Hothead: Osiris is hot to the touch due to soul flames covering her always. Due to this anyone caught in the hot pressure she exerts in the max burst range will receive 50% player rank damage for every post they're caught in it.

Kogane no Chō:

Appearance:

The sword of Valerie's soul, forged by hacking off a piece of her own being and merging it with phoenix fire. This sword tends to never leave the young dragon's side, even going as far as sleeping with it still in her grasp. It would be an understatement to say this sword is valued. It is much more than that. Quite literally, it is a piece of her.This sword can take the minimum refined requip damage of the player's rank, but when the HP of it hits zero the cooldown is increased to the minimum of the player's spell rank +2.

Watashi no Tamashī, Watashi no Ken: Kogane, while being a sword, is also a piece of Valerie's soul. Because of this whenever the katana is hit, Valerie's HP suffers the same amount of damage the sword takes, making it completely useless for blocking. But at this cost this allows the sword to deal full player rank damage each hit within the burst range of their rank.

Fenikkusu Eien: With the rejuvenating flames of a phoenix embedded within the blade the sword gains a natural +60% to its HP, and has its own heal of 5% HP every other post to give back to itself and Valerie.

Money Money Money: Being the product of Astrid and Erika Nightshade, it isn't hard to say Valerie can come off as a little intimidating sometimes, despite her calm and calculating looks. At the end of every job the young dragon somehow always manages to get the client to cough up more money than they first promised, may it be from scaring them a little or simply by her charming looks. This allows her to get a hefty 100% increase to jewel rewards of most kinds.

Elven Blood: Unlike most elves, due to her mixed lineage Valerie has a different shade of blood than the normal glistening silver. The mixed elf's blood is actually rather translucent with a light gray shimmer mixed within it. This gradually darkens over time like pure blood elf, but never quite gets as dark. This healing blood, while not as powerful or quick in its power, does the same thing as a pure blooded elf. The user gains a 5% health regen every other post, as well as 60% increase in health. It also capable of sealing cuts wounds, severed limbs, broken bones, bruises, and anything of the sort within minutes. If anyone else consumes this blood they gain the blood's abilities for the rest of the thread, though the advantages cannot push them over any of the caps.

Fiery Passion: Being part phoenix, Valerie gains most of the same properties as these fire birds. For one she has a flaming elemental body. When she wishes the young dragon can embrace this aspect of herself and turn into hot white flames. Physical attacks cannot effect her in this state, simply going through her instead. But water deals double damage, and spells can still hit. Along with this Valerie's body is always burning hot due to the raging flames inside of her. Because her body temperature is hotter than most it actually tends to hurt when someone touches her, adding 50% player rank damage to her melee attacks instead of the regular melee damage. This also counts if someone physically attacks her, as upon contact they would be inflicted with this damage. Lastly, when Valerie's HP reaches 0 instead of dying she is simply turned to ash. But once a thread from this pile of ash she is able to regenerate back into the world with 25% of her original HP and MP. When she returns back a huge blast of flames is covered in a 200 meter radius, dealing full player rank damage to everyone in the area. This is a sort of last resort, as she is still fairly vulnerable in this state. If her HP is knocked down to 0 again she will stay fallen until the next thread, which she can then regenerate back with full HP and MP.

Dragon Heart: Receiving these powers from one of her parents Valerie is able to manipulate reality in any way she wishes, may it be herself or the environment around her. There is no limit to this ability, other than the fact she cannot freely affect a playable character without permission. The area in which she has manipulated has now become her own reality rather than a shared one, and she can do anything she wishes in it. Anything she creates in them is now considered to be real, and any combat related creations are to be considered her rank. Along with this Valerie is also capable of creating portals, allowing her to travel not only within the reality she currently resides in, but to other realities and time zones as well (these portals have the same durability of her rank). Finally, due to the toughness of a dragon's durability she receives a passive 30% increase to both physical and magical damage, along with a 60% increase to her MP pool.

**Because all of these abilities are biological, all of these can still work even at 0 MP.

Last edited by Madame Astrid on 18th July 2018, 1:17 pm; edited 26 times in total

Rune Knight Soldiers (x4): A group of four average-looking soldiers, all wielding swords and shields with the standard Rune Knight's crest imprinted onto them. Their armor is fairly light, leaving them prone to heavy handed attacks if they cannot block quickly. They will fight with honor, but can be scared away and retreat if they feel overwhelmed.They take a few hits (4 player ranked hits) to knock them out. Or, 5 hits to finish them off if you wish to show them no mercy...

Rune Knight Specialist (x3): The more sneaky and cunning of the Rune Knights. A special division unit based on stealth and brain rather than force and muscle the other units specialize in. These Rune Knights, while physically weaker, excel in magics. Specifically those in illusions. These Knights will at first be invisible to the player, only sensed by magical presence if the character is keen enough. The first hit to these guys will cancel out their invisibility and will be left with their matching blue and white hoods, which will lead them to either retreat to try and sneak up on you again, or fight. From then on it will take 2 more hits of the player's rank to render them unconscious, and 1 more to kill them.

Rune Knight Majors (x2): Two Majors of the Rune Knights. Having been through their deal of operations, they mean business. Through training they have either found a way to channel their own magic through their weapons/shields or infuse their weapon/shield with an effect. Utilizing both their magic and equipment makes them rather dangerous to go up against alone, as they have years fighting wizards under their belt. Though, that does not make them immortal. Their hefty armor, though very resilient, slows them down. Unlike Specialists and Soldiers they will not retreat or back down if they are overwhelmed. They will fight until either you are apprehended, or they are dead. However, one spawned major will always be at the General's side, which can prove to be a frightening changeling. It takes 10 hits to render them unconscious, or 11 to kill them.

Rune Knight General (x1): The Rune Knight General. With one Major always at their side, they will be the toughest you have yet to face. Combined with ReQuip magic and decades of residing on the battlefield, fighting a bunch of mages if something they view as child's play. There seems to be no weaknesses to them, as they are well versatile with just about everything you throw at them. The best you can do is hope you can crack that ego of their's, or run.Like Majors, Generals will see to it that you are taken out of commission, meaning they will not back down or retreat from you. The armor he wears takes half of the damage you give to him, meaning both him and his armor can take about 10 hits each, about 20 hits in total to take down.If you somehow manage to defeat them, rather than live with the guilt they will attempt to take their own lives rather than live with the reality that they finally lost.

Last edited by Madame Astrid on 19th October 2018, 3:20 pm; edited 3 times in total

Description: The D'amore. A family once known for their grand skills at monster hunting. For years they hunted these beasts, for both their own gain and to protect those around them. However, as time went on the family struggled. With guilds and mages popping up left and right, they were starting to go out of business due to their high prices and unwillingness to hunt anything with low rewards. Due to them starting to lose money and the threat of them going out of business for good the family started taking on other requests. "Monster" Hunters. Monster is a word that could be used to describe many things. And boy, did these guys stretch it. Illegal acts, bounty hunting, hit men. "Monsters" to them became anything or anyone who stood in the way of them getting their pay. Soon enough killing actual beasts became more of a side job. These mages were out for money, and the more shady side of Earthland is where they preferred to get it.Of course, the magic council soon found out, and they weren't too pleased that the once favored family had fallen so low. So they were executed... Well, almost all of them. Savannah was spared from death simply due to her age, as well as her older brother, on one simple condition. In order to wipe her family's record completely clean and start anew, she would work for the magic council until all of their "debt" was resolved. To do this, she would have to do some of the more... Dirty work for them. Basically, becoming their tool. With no other option she accepted their deal. Although, sometimes she wonders if it was the right decision to make.

Combat Abilities:

From The Shadows: One of Savannah's specialties is sniping from a great distance. To do this, she has to go unnoticed to all those who may be looking, being forced to lower her presence. When she's hiding, her breath is almost inaudible, and her movements are extremely quiet. With this ability, it is next to impossible to sense Savannah by normal means. The only people who have a chance of sensing her would be higher ranked mages through sensing her magical presence. Everyone else, will be none the wiser.

With Pain Comes Gain: Savannah's family business had been thriving for years upon years before their grisly demise. During this time, in order to stay afloat in the tough world of monster hunting they resorted to some rather... Questionable tactics to get more money. Out of either fear, or prehaps knowledge of what is to come if they don't cough up the right amount of jewels, this slippery snake gets a 100% increase to all jewel rewards in order to appease her.

Sharpened Fangs: With years of intense training and strict teachings under he belt, Savannah gains a 50% increase to both her speed and magical power. However, being physically weak this comes at the cost of not being able to have any protection. She will not be affected by magical and physical damage resistance, and therefore cannot gain their benefits.

Strike Quickly, Strike Deadly: Although not as tough as she is with guns, Savannah is more than capable of using melee weapons too. While holding a melee weapon, her melee damage is increased by 40%. Also having less restrictions than running with guns, her speed is increased by 20%.

Hunter's Mark: Once per post, Savannah can mark a target off in the max single target range of her rank. What this means, is that she "marks" the target, and becomes connected to them magically. No matter where they go in this range, her eye will always be on them. Through walls, buildings, trees. It will not matter. She will know exactly where they are at all times. Anyone who has this mark upon them will gain 60% more damage from her attacks. Can only target one thing at a time, once they go out of her range the mark will not longer be in effect.

Quick Reload: Unlike with real guns, the guns Savannah shoots with her magic are not filled with bullets. Rather, they're small orbs of magical energy. Since they are not real bullets, it means she doesn't have to reload, only using her magical energy to keep her ammo full. To keep it at max volume at all times, she receives a 30% increase to her MP pool, as well as a 5% regen every post.

Plot Abilities:

** Savannah is an excellent tracker. She is more than capable of tracking her target down, may it be reading their footprints, smell, eye sight, or even taste. She always finds her target.

** Being a prodigy when it comes to sniping, The Mamba has a rather keen eye, and her attacks almost never miss. She has a hit rate of about 99.9%.

Last edited by Black Mamba on 5th June 2018, 11:56 am; edited 14 times in total

Description: À Naître Ame, or better known as Unborn Souls. They are beings that never had the chance to be born from their original mothers for one reason or another. Once the body of a premature fetus dies it has a chance to become a À Naître Ame, wandering the surface of the land to find another womb to be born from so they can live their lives. Yet, something strange happened with our dear Astrid. Something strange and unheard of. Instead of looking for another womb in her own timeline, a woman draped in nothing but loose bandages broke a deal with the floating soul. She would allow the soul to travel back in time in order to exact her revenge upon her mother. But in exchange, the Ame would belong to her in mind, body, and soul. Unable to really even agree or disagree the woman forced the soul back, where it instinctually searched for another womb to be born from. Finding the womb of a Foss family member the Ame pushed out the unborn baby's soul and filled the body with her own, where it continued to rest until finally Astrid was born, unknowing of anything that had happened before then.

An Ame's power depends which negative emotion was most dominant during their time of wandering. Astrid's was wrath, therefore she feeds off of her anger more than anything else.As well as that many more powers are now in her hands thanks to being awakened to who she truly is. This includes many soul-related powers in general.

[Combat Abilities]

Spoiler:

[Nephthys]

Nephthys. The guardian spirit of Astrid's soul. Due to the slayer unlocking the gateway from her soul to the outside world she can now summon her guardian to her side. Though instead of her normal dragon body, she now has form of a familiar face...In combat she uses soul magic, though due to the limitations of the outside world her attacks and physical body appear to be weaker than normal, only dealing as much damage as a grand summon can and has 300HP.Once summoned she can stay in this world up to 10 posts (unless her HP diminishes before then), and has a cooldown of 11 posts. She is able to stay out longer, but for each extra post she stays she is damaged for 10% of her health. If she stays out longer than 10 posts her cooldown is that of the duration she stayed out +1 post.

Active Ability:

Nephthys covers her hand in a blue aura. She then points her finger like a gun towards a direction, and releases the blue energy in a dragon-like shape. At 225mps it rampages in a 300m area, flying through anything and everything in its path. Any enemies that get caught up will burn from the purification magic, dealing 75% S-rank damage per hit. This attack lasts for 1 post, and has a 8 post cooldown.

Passive Ability:Once per post Nephthys can faze through objects and physical attacks.

[Anger]

It was said as a child that Astrid has anger issues, though never confirmed. While she has all the attributes of the behavioral issue the doctors could never actually say if she had it or not, for her anger was nothing like they had ever seen before, knocking even the most stubborn child’s anger out of the water.What they didn’t know, however, is that it is not anger issues at all, but actually the anger she carries out hidden her in soul. The anger she gained from not being born and forced to wander the earth’s surface in search of a new womb to be born from. It sleeps within her, only leaking out when in danger or in extreme states of emotion turmoil and stress.If the anger ever overwhelms Astrid completely, she enters a monstrous, terrifying state. During this state she gains a 100% increase in strength and leaves behind any reasoning or sanity she has normally. If pushed far enough she will start rampaging, tearing up anything and everything in her path, may it be allies, enemies, or random structures, until she is either defeated or calmed. Can only happen once per thread, and after she comes out of this state she will pass out for 5 posts to regain her energy, only left with half of the the MP she had before she entered this state.This state can last up to 8 posts.

[Eyes of Wrath]

Red eyes. They can strike fear into even the most bravest of warriors with their piercing coloring. With this ability in use anyone who peers into Astrid’s eyes is paralyzed in place, unable to move any part of their body. Though it is less effective on mages of higher, instead causing their speed to be reduced by 50%. Lasts for 1 post, and has a cooldown of 3. While active this ability also tends to strike fear and intimidation into anyone near her presence.

[Magic]

Astrid has a overflowing amount of magical energy within her. Because of this she gains a permanent 30% increase in MP.

[Soul Eater]

Soul eating. The main action of Ames. Every time a Ame consumes a soul it regains 5 MP per post for 10 posts, but at a cost. With every soul it consumes the body and mind of the Ame starts to deteriorate slowly, quickening as more and more souls are consumed. If MP is already at it's max it will instead restore 5 HP per post for 10 posts, and vice versa.

[Story Abilities]

Spoiler:

• Due to the combination of mythical power inside her Astrid can communicate with many lifeforms. From monsters to spirits and many more.

• Ames live for centuries upon centuries without ageing a year. Because of this Astrid has stopped ageing herself, and will look the way she does for many, many years.

• With OOC permission Astrid can sense the souls of playable characters or NPCs so long as they are not trying to hide their presence by magical means. She can also read souls, from personality to kinds of magic and even history so long as the character allows her.

Last edited by Madame Astrid on 12th September 2017, 9:09 pm; edited 2 times in total